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Genre: Strategy, Tactical

Omega Strikers

Omega Strikers - September 7th Micropatch | Update Notes



Hey there Strikers. We're back for some more micro'ing. In case you missed it, Kazan got some nerfs last Friday (September 1) and Finii got some bugfixes and buffs on our rogue off-schedule micropatch. There were also some immediate bugfixes following the big splash that 3.0 made. (Thankfully X stopped infinitely striking your face into the dirt shortly after).

With all that behind us, though, we have a standard balancing patch and rotation for Awakenings. Melee goalies are getting some taps down.

STRIKERS


Ai.Mi


Ai.MI has absolutely infected the hearts, minds, and computers of players. She's still our most popular Striker and is also winning a large proportion of her games. One culprit is the usefulness of Firewall Sentry, given its relative (to her other abilities) ease of use.


  • FIREWALL SENTRY [SPECIAL]


    • Cooldown :: 30s → 35s

    • PvP Damage and Knockback :: 140 (+70% Power) → 125 (+62.5% Power)

    • Core Knockback :: 819 (+91% Power) → 800 (+80% Power)

Asher


Asher's shield was patched up a bit and is once again a dominant force at high levels of play, so we're slowing down her barrier-ing.


  • BARRIER BEAM [PRIMARY]


    • Cooldown :: 8s → 9s

Atlas


Atlas has been the stoic angel, protecting his teammates a bit too well. We're reducing his save attempts and giving patient opponents some better counterplay.


  • CELESTIAL INTERVENTION [SPECIAL]


    • Cooldown :: 45s → 50s

    • Duration of Guardian :: 3.5s → 3s

Dubu


Dubu (and Atlas) have been running the meta from the net. We're slowing his roll.


  • SOMERASSAULT [SECONDARY]


    • Cooldown :: 18s → 20s


  • ROLLOUT [PRIMARY]


    • PvP Damage and Knockback :: 180 (+90% Power) → 170 (+85% Power)

    • Core Knockback :: 1340 (+180% Power) → 1320 (+170% Power)

Estelle


The consummate professional has been slowly creeping up the winner boards (that a thing?). She is great at putting the Core in the net! We want her to keep that strength, so we're just tuning down her damage a tiny bit.


  • CRYSTAL THORNS [SPECIAL]


    • PvP Damage and Knockback :: 130 (+65% Power) → 120 (+60% Power)

    • Core Knockback :: 1240 (+130% Power) → 1220 (+120% Power)

Finii


Bumping up some of Finii's damage output, following bugfixes to her PRIMARY last micropatch.


  • DOUBLE TAKE [SECONDARY]


    • PvP Damage and Knockback :: 160 (+80% Power) → 180 (+90% Power)

    • Core Knockback :: 1300 (+160% Power) → 1340 (+180% Power)

Rune


Rune has always been one of the trickiest of the Strikers to play. We're removing some emphasis on his damage combos and giving him some range so he can better control the Core.


  • UNSTABLE ANOMALY [PRIMARY]


    • Increase Pillar Range :: 600 → 750

    • Same pillar damage reduction :: 90% → 99%

Vyce


Due to how impactful Vyce was with rocking out initially, we had her SPECIAL at unusually high cooldown. Players have learned better to counter it, so we're pulling back some of the protection. Time to DODGE.


  • SUPER NOVA [SPECIAL]


    • Cooldown :: 45s → 40s


GEAR AND AWAKENINGS


With our micropatch we also bring a new rotation. Sparkington City is back!!! Orbs are out! ...temporarily. Oh, and Glass Cannon is joining them on the sideline. Aside from those, we have a couple small adjustments to some of the other ones.

ROTATED OUT: Orbs (Orb Dancer, Orb Ponderer, Orb Replicator) and Glass Cannon
ROTATED IN: Sparkington City (Spark of Strength, Spark of Agility, Spark of Focus, Spark of Resilience)

Built Different



  • Impact bonus damage :: 10% → 5% (2% on Core → 1% on Core)

Bulk Up


All the Stagger conversion trainings have been left behind again. Bumping up their durability and thus their synergy with each other.

  • Max Stagger :: 300 → 350

Reverberation



  • Max Stagger :: 300 → 350

Peak Performance



  • Max Stagger :: 300 → 350

Catalyst


Catalyst has been the keystone of the Energy Exodia build. While the other Energy awakenings are performing below average, Catalyst has been seeing a lot of success and a lot of focus. We're bringing it down a notch and will reassess the state of the rest of the Energy options afterward.

  • Energy on taking hits :: 6 (2 for LIGHT hits) → 4.5 (1.5 for LIGHT hits)

Eject Button



  • SECONDARY Cooldown :: 25% → 30%

Heavy Impact



  • Cooldown Refund for multi-hits :: 25% → 35%
  • Max CD refund :: 10s → 14s

Missile Propulsion



  • Damage Bonus :: 15% → 20%

Perfect Form



  • Cooldown :: 15% (5% for light hits) (max 1.5/.5s)→ 20% CD reduction (6.66% for light hits) (max 2/.666s)

Primetime


Primetime took a lot of nerfs and is STILL SLIGHTLY too strong. We're bringing it down just a final smidge.

  • Damage Reduction for PRIMARY :: 10% → 15%

Siphoning Wand


Siphoning Wand has been underperforming slightly since its back-to-back nerfs.

  • Drain :: 3.5% → 4%

Specialized Training



  • 55% → 50%

Super Surge



  • Damage Bonus :: 25% → 30%


Omega Strikers - Season 2 Patch Notes | Summer Splash



WELCOME TO OMEGA STRIKERS 3.0.



Our fattest update yet, this patch features a TON of stuff. A CRAZY new striker, two crazy new maps, a new Striker Pass, new skins, and of course, AN ENTIRE VISUAL NOVEL. RIGHT THERE. IN THE GAME.
With great changes comes great patch notes, so let's jump right into it. There's A LOT.

SYSTEM CHANGES


VISUAL NOVEL


Yeah, you read that correctly. There's an ENTIRE VISUAL NOVEL now in Omega Strikers for Summer Splash.
Head to the beach with Asher, Juno, Estelle, X, Juliette, or Dubu! Progress through the event, hang out with your new friends, get to know them better, and unlock new stuff in game! There's even missions for you to complete, some of which will even grant you fresh new titles and emotes!

MAPS AND MODES


[NEW] Inky's Splash Zone




  • We have a brand new map that's incredibly interactive and breaks the boundaries of our previous designs! It's always summer at Inky's Splash Zone, always wild, and everyone is always prone to getting SOAKED. When you take down a barrier on this map, the corner without the barrier turns into a KO zone and gives your team access to a water blaster that'll knock enemies into the deep end.

[NEW] Gates of Obscura




  • The Gates of Obscura take us in a different direction than the fun-loving Splash Zone. Here, we'll explore the depths of the void and source of Rune's power. The portals on the map will possibly get you turned-around and upside-down, but once you master them, you can melt the brains of your enemies and dominate the map. There's crazy new angles on this map and things will get even spicier in Overtime, so keep your head on a swivel.

Maps Rotation


Like Awakenings, we'll now rotate maps in and out on occasion to highlight new options and improve the meta.


  • Rotated Out: Ahten City and Demon Dais will have their places taken by the new maps: Inky's Splash Zone and Gates of Obscura.
  • Maps' Chance to Roll: Historically it's been completely equal, but for the first weekend, Inky's Splash Zone will have a higher chance to appear! We'll probably highlight Gates of Obscura down the road as well!

UI / Systems




  • Recast abilities now have a slightly different icon background color when they're reactivatable. Applies to:


    • Ai.Mi's PRIMARY

    • Era's SPECIAL

    • Finii's SPECIAL

    • Rasmus's SECONDARY

    • Vyce's SECONDARY

    • X's STRIKE

Ranked




  • It's (soft) reset time! Congratulations on your climb for this season. We hope you climbed to where you wanted and didn't tilt into oblivion. Let's see what new heights you can soar to in Season 2!


    • Almost everyone will end up in silver or below, with the highest ranks (challenger and above) resetting to gold or platinum.

Skins/Content


Yeah there's A LOT OF NEW SKINS. Some in the shop, some in the Striker Pass!


  • Summer Splash


    • Asher

    • Juno

    • Estelle

    • X

    • Dubu

    • Juliette


  • Spirit Warden Zentaro


    • Blackheart Spirit Warden Zentaro

    • Ghostwood Spirit Warden Zentaro


  • Red Rose Estelle

  • Cat Butler Kai


Striker Pass




  • There's a new Striker Pass in the shop, full of tons of new goodies!

    • Grindable XP has been reduced by about 25% compared to the Season 1 pass


STRIKERS


ALL STRIKERS


We've seen some higher lethality overall during the early stages of matches than we'd like. We're giving strikers a bit more breathing room before the brawl becomes overwhelming.


  • Base Stagger :: 1125 → 1200

[NEW] Kazan


Say hello to our little frenzied enforcer. Kazan is... crazy, but he's got a soft side for family. Much like his personality, he has a wild and unique playstyle where he utilizes his umbrella in a variety of different ways - swapping forms, leaping about the map, and comboing his abilities together to be our most mechanically challenging Striker to date. He's here to lend Clarion Corp a little extra muscle in exchange for their help curing his big Sis.


  • PRESS THE POINT (STRIKE)


    • Knock the Core with a LIGHT hit that has greater force generated by the point of the umbrella.


  • THE SLIP [SECONDARY]


    • Dash a short distance, passing by all targets.


  • CARRIED AWAY [POPPED SECONDARY]


    • Float up in the air, becoming Elusive. Elusive targets are invulnerable and untargetable.


  • CROOKED LEVERAGE [PRIMARY]


    • Hook all enemies in a line towards you.


  • TOP SPIN [POPPED PRIMARY]


    • LIGHTLY hit all enemies in a line, pushing them towards the top of the umbrella. The umbrella will then spin rapidly, dealing multiple LIGHT hits leading up to a final, more powerful flourish..


  • POP/RETRACT [SPECIAL]


    • Pop open or Retract the umbrella, unlocking a different set of abilities per form.
      Maddening Descent: While floating from Carried Away, reactivate to dive downwards and slam all nearby enemies.
      Pop-Up: During The Slip, popping the umbrella will hit all nearby enemies and stop the dash.

Finii


Finii is not really winiing so we're reducing her Special cooldown. While we expect this to be an overall buff, we do have bugfixes that will also make the BIG FINISH slightly more fair for opponents to play around.


  • BIG FINISH [SPECIAL]


    • Cooldown :: 35s → 30s

    • The Core now can escape Big Finish noticeably easier especially when Energy Burst is used

    • [BUGFIX] No longer slows or vacuums enemies who are EVASIVE

    • [BUGFIX] Finii ultimate no longer incorrectly holds on to the core when being hit with Energy Burst

    • [BUGFIX] Implemented a likely fix to a rare bug where Finii ultimate would crash custom games.


      • If this still occurs, please let us know.

Juno


We're giving Juno more control over Blobbos, especially for chained hits. The commands to Blobbos have to be made within a tighter window, but Blobbos will also hold the Core for a tad longer while waiting for Juno's command.


  • STRIKE WITH FRIENDS (STRIKE PASSIVE)


    • Blobbos hold time :: .15s → .25s

    • Blobbos speed (as a % of Juno's) :: 90% → 100%

    • Strike override (Juno's command to direct Blobbo's) linger duration :: .75s → .25s

    • [NEW] :: Juno's Strike cooldown refreshes when a Blobbo uses Juno's strike override direction


  • BLOB BOUNCE [SECONDARY]


    • [BUGFIX] Juno can now consistently strike the Core underneath her while she's jumping

Luna


Her inventiveness has her more prepared than the average Striker to explore new maps!


  • B.O.O.S.T. [SECONDARY]


    • [NEW] Now extends duration when teleporting (relevant for Gates of Obscura)

Asher


Trying to fix more bugs on one of our more... bug prone Strikers.


  • [BUGFIX] Can now cast primary during her secondary without the ability cancelling

  • [BUGFIX] Primary shield has had some bug fixes to prevent the core from going through it. Again.


GEAR AND AWAKENINGS


Hotshot


Even with recent buffs, Hotshot is still more like warmshot. We're touching it up to really push the pace.


  • Core Hit amplifier :: 12% → 15%

  • [BUGFIX] Description updated to include the maximum refund amount

Momentum Boots


Momentum Boots have been dominating the goalie gear slot for a while. By taking the Speed down a notch, they'll grant less coverage of the goal arc.


  • Movement Speed per Stack :: 1.75% → 1.5%

  • Max Movement Speed over 10 seconds :: 22.5% → 20%

Primetime


The time has been prime for too long. We're taking serious swings because it was simply the best for too many characters.


  • Hit Amp :: 5% → 0%

  • Hit Reduction :: 0% → 10% (2% for Core)

  • Standard recast time between charges :: .5s → 1.5s


    • Drek'Ar's recast timing is unchanged

Strike Shot


Accidentally got shortened in 2.3, we're finally bringing it back to its previous glory.


  • [BUGFIX] No longer unintentionally shorter. Missile speed corrected as well.

Pummelers




  • [BUGFIX] Speed buff is no longer lost when another haste effect is applied

Monumentalist




  • [BUGFIX] Now correctly increases damage and knockback for:


    • Ai.Mi special

    • Finii Special

    • Asher Special

Orbs




  • A new set of Orb trainings can be found in Quickplay!

BUG FIXES




  • Ai.Mi Secondary no longer locks her out from using eject button slightly longer than intended

  • Dubu Special no longer sends the Core flying at mach 5 (it'll still go fast, but won't break the Core speed cap)

  • Rasmus's and Drek'ar's SECONDARIES are now appropriately tagged as BUFFS (previously just HASTES).

  • Heavy Impact should now work when an ability hits two friendly units

  • Tactical callouts probably work correctly now all the time. (Probably. We did some stuff and can't reproduce the bug any longer, but it may still occur. Let us know if it does.)

  • Fixed a bug that caused some players to experience some issues when entering overtime when playing in non-english languages

  • Emotes and tactical callouts should no longer get stuck above player's heads for the whole game.

  • Added missing tags on the following abilities: (gameplay unchanged)


    • Added Melee Tag to Zentaro Special

    • Added Buff tag to Rasmus Secondary

    • Added buff tag to Drek'ar Secondary


  • Can now activate Night Market speed gates while elusive.

  • Fixed a bug causing Rasmus to lose Twin Drive benefits if his secondary was recast at the last second.

  • Kai Special now properly explodes when hitting targets at close range.

  • Fixed a rare bug that caused Juno to become stuck in her secondary.

  • Fixed a bug that caused some players to report extremely incorrect latency values, which resulted in poor server placement

  • Made some additional stability improvements to Dubu special to prevent the core from passing through it.
  • Deadeye now correctly applies to all Secondary abilities

Omega Strikers - August 17th Micropatch | Update Notes



Hey gang, it's your friends here at Odyssey Interactive with another micropatch for you all! As the name suggests, this patch is indeed micro! We've got some summery things in the mix on the way, so stay tuned for that!! For now. though, read these patch notes. It's required by law.

STRIKERS


Dubu


The boy is still dominating the net with no regard for human, or opposing giant hamster thing, life.


  • ROLLOUT [PRIMARY]


    • Cooldown :: 8s → 9s

Era


We created a new stagger grouping in the last micropatch for Kai, Juno, and Finii. Era should fit in this grouping better than the heavy weights she was previously with.


  • Stagger Growth over levels :: 500 → 425

Juno


Juno doesn't excel at dishing out damage but she should excel at avoiding it. Giving her some more opportunities to be elusive.


  • BLOB BOUNCE [SECONDARY]


    • Cooldown :: 10s → 9s


GEAR AND AWAKENINGS


One-Two Punch


One-Two Punch has notable high moments (like Juliette looking at you sideways) but despite some of its best users being great in the meta, it wasn't performing great on a whole. We're boosting its brawlin' effect a tiny bit but amping up its Core Hit a bigger bit so it can be used for goals or powerful passes too!


  • Hit amplifier for second hit within 2.5s :: 25% → 30%

  • Core Hit amplifier :: 5% → 15%

Rapid Fire


Rapid Fire used to be a go-to pickup. Ole reliable. Nowadays, it's bland, overshadowed, and weaker than other options. We're bumping up the rapidity of the fire so it will get rapidly selected in drafts.


  • PRIMARY cooldown reduction :: 33% → 40%

Stacks on Stacks


The pancakes withstood the previous nerf and remained one of the best pickups in the game. We're toning down the reward for stacking up once again.


  • Speed per Stack :: .15% → .12% (30% Speed at Max Stacks → 24%)

Twin Drive


Charges are real powerful! We're reducing the extra sweetness of Twin Drive to make up for it. Primetime is in our sights, but it needs more extreme work. That'll be in the coming larger patch.


  • SECONDARY cooldown reduction :: 10% → 5%

Omega Strikers - August 3rd Micropatch | Update Notes



We're here again with a buff and surprise filled micropatch, guaranteed fun for kids of all MMRs! While we love buffs as much as the next person, some evasive characters didn't escape our grasp this time around as they've been too stronk in the upper echelons of play and DESERVE the nerf bat. That being said, we hope you all have fun out there and stay tuned for some big changes on the horizon! (New season soon?? Pausechamp?)

STRIKERS


Finii


She's still more trick(y to play) than magic. We're giving her a few more attempts at sleight of hand and a sturdier frame to boot so she can stay on stage.


  • MISDIRECTION [PRIMARY]


    • Cooldown :: 8s → 7s


  • Stagger Gain Over Levels :: 375 → 425

Juno


When it comes to brawling and lethality, it's no surprise that Juno can't hang. Though, with a little help, she might be able to take it, SURVIVE, and let the Blobbos do their work.


  • Stagger Gain Over Levels :: 375 → 425

Kai


Kai used to set the pace for goalies and forwards. These days, picking Kai forward might send you a bit backward. We're giving him some buffs that will hopefully make him blaze along more freely in the midfield.


  • BLAZING PACE [SECONDARY]


    • HASTE Duration :: 3s → 4s


  • Stagger Gain Over Levels :: 375 → 425

Vyce


Vyce has toed the line of nerfs since her release. She's been a staple of brawling based teams and is finally getting some of her most consistent damage tuned down to a lower chord. Where does that leave her on the tier list now? B flat? Sorry. Bad joke.


  • POWER CHORD [PRIMARY]


    • PvP Knockback and Damage :: 185 (+92.5% Power) → 170 (+85% Power)

    • Core Knockback :: 1350 (+185% Power) → 1320 (+170% Power)

    • Chaining LIGHT Hits PvP Knockback and Damage :: 120 (+60% Power) → 110 (+55% Power)

    • Chaining LIGHT Hits Core Knockback :: 878 (+120% Power) → 858 (+110% Power)

Zentaro


Zentaro is the most banned Striker in the high elos, in part due to his blade just being literally everywhere. We're slowing down his tirade by increasing his cooldowns. He might miss a stuffing opportunity or two now.


  • SLASHING STRIKE (STRIKE PASSIVE)


    • Number of hits required :: 10 → 12


      • (This won't show up in-game but it's there. Source: just trust me bro)


  • ONI'S BLADE [SPECIAL]


    • Cooldown :: 35 → 40


GEAR / AWAKENINGS


As a general approach, we're buffing options that are more defensive or rooted in utility and nerfing those that contribute to damage. We also eyed some outliers that were clearly out of whack!

Big Fish


Size is a really strong stat! Both Big Fish and Built Different continue to overperform, so we're pulling back specifically their size buffs (but leaving other bonuses in the game alone).


  • Size Gain :: 35% → 30%

Built Different


Size is a really strong stat! Both Big Fish and Built Different continue to overperform, so we're pulling back specifically their size buffs (but leaving other bonuses in the game alone). (I just copied and pasted this from above lol)


  • Size Gain :: 35% → 30%

Catalyst


Catalyst is underperforming a little bit on average, but it does have pop-off moments for multi-hitters which didn't feel all that appropriate. So we're giving it a bit of a... burf? The offensive pop-off moments should be less egregious, but it should be much better when you're actually tanking hits. Like a LOT BETTER. Maybe even twice as good? Quick maths.


  • Additional Energy Gained on Hit :: 50% → 20%


    • Energy gained on taking Hit:: 3 (1 for LIGHT hits) → 6 (2 FOR LIGHT hits)

Egoist


Alright, we get it you egomaniacs. When you take Egoist, you want the ball and you're gonna score. This should help.


  • Energy Refund for Evade :: 5 → 10

  • Energy Refund for Burst :: 15 → 20

Hotshot


As the preeminent Core Control option, it's not surprising to see Hotshot struggling when brawling is on the table. Hopefully this will be a small shift in the larger swing of tides.


  • Cooldown Refund :: 30% → 35%

Perfect Form


Perfect Form performed pretty poorly even for its prime people. It should be a more-perfect form after this.


  • Hits reduce other ability cooldowns by :: 12% (4% for LIGHT hits) → 15% (5% for LIGHT hits)

Powerhouse Pauldrons


Giving another buff to this Gear for goalies to deal with brawlers up in their business.


  • Damage Reduction :: 15% → 20%

Prize Fighter


While Prize Fighter isn't the most popular of pick-ups, it can be very dominant when it's taken, so we're knocking it down a peg.


  • Power Per Stack :: 25 → 20

Extra Special


The happy star is now a slightly more emotionally neutral star.


  • Cooldown reduction :: 40% → 30%





Omega Strikers - July 20th Micropatch | Update Notes



Hey gamers, been a while! ...Okay, it's been a week. In today's micropatch, we're continuing our buff-heavy trend with a lot of Strikers who are falling just below the mark. And we're rounding that off with some Gear and Awakening changes. Again, only buffs. Because they're more fun.

STRIKERS


Dubu


Ok but first maybe one nerf. Dubu is the king of Dubs. He's been consistently the winningest goalie at all ranks, and now wears the crown at high level play, too. Heavy is the (proportionally smaller) head that wears the crown, so tuning him down a bump. His competitors are pretty close by, and we don't want to lower the strength of goalies too much more.


  • TOFU FORTRESS [SPECIAL]


    • Cooldown :: 35s → 40s

Era


Era is speccing into Fly mode. Allies are going to be shooting out of the gates with this buff.


  • FLUTTER FLY [SECONDARY]


    • Initial Speed :: 40% → 60%

    • Min Speed :: 10% → 15%

Finii


Finii has some really complex magic tricks. No, seriously, she's very hard to play! Some might even say 3-star difficulty? While she has some really high highs, we are giving her some more consistent damage to... consistently contribute with.


  • DOUBLE TAKE [SECONDARY]


    • Hiitbox linger lifetime :: .25s → .15s

    • PvP Knockback and Damage :: 140 (+70% Power) → 160 (+80% Power)

    • Core Knockback :: 1260 (+140% Power) → 1300 (+160% Power)


  • BIG FINISH [SPECIAL]


    • Cooldown :: 40s → 35s

    • PvP Knockback and Damage :: 180 (+90% Power) → 200 (+100% Power)

    • Core Knockback :: Unchanged

Rune


Speaking of tricky tricks and difficulty: Rune has also struggled for a long time to get a foothold. While there are definitely Rune masters, they are few and far between. For this set of buffs, we're bringing up his Core controlling potential.


  • UNSTABLE ANOMALY [PRIMARY]


    • Cooldown :: 7.5s → 7s

    • Fully formed duration :: 1.5s → 1.75s

Octavia


Octavia is still the least favored twin (among players. We have no data to suggest which of the two are the parents' favorite). We're giving her a tiny buff that'll help give her more pressure and bridge the gap for Flow State.


  • SONIC BOOM [PRIMARY]


    • Cooldown :: 8s → 7.5s

X


X was the best. Now he's the rest. As in, he's RESTing on the sidelines behind all the other bruisers. We're letting him ring some following the last micropatch. Ding ding ding!


  • BELL RINGER [PRIMARY]


    • PvP Knockback and Damage :: 185 (+92.5% Power) → 200 (+100% Power)

    • Core Knockback :: 1350 (+185% Power) → 1380 (+200% Power)

Zentaro


The blade has been studied. The mastery is complete. Zentaro has sliced and diced competition on every map and in every way imaginable. It's time we dulled his sword. (Don't say we didn't warn you last patch!)


  • IAI RUSH [SECONDARY]


    • Cooldown :: 16s → 18s

    • PvP Knockback and Damage :: 180 (+90% Power) → 160 (+80% Power)

    • Core Knockback :: 1340 (+180% Power) → 1300 (+160% Power)


GEAR AND AWAKENINGS


For this round, no rotations! Just simple, old-fashioned, good-natured, well-meaning buffs. The options below were underperforming, so we're giving them slight nudges in the right direction. The buffed direction.


  • Powerhouse Pauldrons


    • Power :: 20 → 30


  • Egoist


    • Lingering Haste :: 5% → 10%


  • Fire Up!


    • Energy Share Percent :: 15% → 25%


  • Hot Shot


    • Core hit amplifier :: 10% → 12%

Omega Strikers - July 13th Micropatch | Update Notes

Hello gang! It's about that time of the week again: micropatch day. We're only making a couple tweaks today, adjusting just two characters and some awakening adjustments (rip sparks). Let us BEGIN.

STRIKERS


Atlas


Atlas should be a great pick against brawl-heavy teams, but he still seems to be falling behind competitors, even when his stars align. To help with that, we've giving his heal more... heal?


  • Celestial Intervention [SPECIAL]


    • Percent of max Stagger healed per second :: 10% → 15%

Juliette


Juliette has been an incredibly strong choice since *checks notes* ...forever. She also happens to dominate at high levels of play AND for the average player, so we're setting our sights on her before Rasmus and Zentaro, who are only problematic in the uppermost echelons. Yeah, that's right you two, we're watching you.


  • Flame Flurry [SPECIAL]


    • Cooldown :: 30s → 35s

AWAKENING BALANCE AND ROTATION


All aboard!! Last call to Sparkington City! Sparkington Express is shutting down for Summer break (terrible timing if you were waiting for a Sparkington Summer) but, as with all rotated Awakenings, it may be back in one form or another. Which is exactly what we're doing with some old friends of yours this patch! Most of them are just as you remember, but Stagger Swagger splurged and got a bit of a makeover. Hopefully you dig the new look!

Rotated Out: Sparkington City (Spark of Focus, Strength, Resilience, and Agility)



Rotated In: Perfect Form, One-Two Punch, Stagger Swagger, Prize Fighter



Stagger Swagger


A fresh new, more consistently defensive look for an old friend.


  • Base Speed :: 2% → 8%

  • Enhanced (below 50% Stagger) Speed :: 40% → 20%

  • Healing :: 100 Stagger per second → 150 Stagger per second

Deadeye


It's still deadeye, just maybe less dead.


  • Hit units over 600 Range harder :: 35% → 30%

Glass Cannon


Because it can be shut down by opponents, Glass Cannon has a bit of additional power baked in compared to other awawkenings. It's just quite a troublesome task to actually shut it down, and we've seen it overperforming for a while, so it's getting a slight bump down.


  • Speed :: 5% (20% max after not being hit for 10 seconds) → 4% (16% max)

  • Power :: 10 (40 max) → 8 (32 max)

Orb Ponderer


The Orb enhancing Awakenings are sitting close to where we want them. Decent on most maps, excellent in Ahten City. Ponderer was part of the pack that wasn't quite living up to expectations, though, so we've given it a boost!


  • Active Cooldown Reduction :: 20% (40% when fully stacked) → 25% (45% when fully stacked)

Peak Performance


Move over Sparkington City. Staggerton Suburb is the new destination of choice. While most of the Stagger options are adding some heft, Peak Performance is losing a bit of the speed because it was already a dominant selection.


  • Stagger :: 250 → 300

  • Percent of Speed per 100 max Stagger :: 7% → 5%

Bulk Up




  • Max Stagger :: 250 → 300

Reverberation




  • Max Stagger :: 250 → 300

Quick Strikes


Quick Strikes has mostly felt like a niche X pick so we're making it stronger and making it play real nice with other Energy Awakenings.


  • Energy bonus for strikes :: 1 → 2


Matchmaking Adjustments


We recently upgraded our matchmaking tools to let us fine tune our matchmaking system to a more precise extent.

Using these new tools, we're rolling out some new matchmaking systems to NA, EU, and JP servers first as a trial to see how it performs on a larger scale.

We'll be looking to eventually use these new tools to improve the matchmaking experience in other regions as well. However, due to regional differences, the changes on other servers will likely be different from the changes below.

To better suit the variety of ranks on the ladder, this system will differ depending on the ranks.
Here's a rough breakdown of what we expect to see per rank:

Omega+: The matchmaker will wait longer before matching into players below challenger, and generally make it much less likely to match with diamonds and below.

Challenger: The matchmaker will create fewer lobbies with both Omegas and Diamonds. Instead it will create more lobbies with only Challenger+Omega or Challenger+Diamond. It should also be less likely to match with players below diamond. Queue times on average should be slightly higher as a result.

Diamond: Similar to challenger, there will be fewer lobbies with both Challenger and Platinum, with more matches dedicated to Diamond + Plat only or Diamond + Challenger only. It should also be less likely to match into players below Platinum. As a result, high and mid-diamond queue times will be slightly longer.

Platinum: There should be fewer games with players from three different ranked tiers. Queue times should be roughly the same.

Gold and below: Matchmaking will take slightly longer to find matches as it will spend more time looking for players near your rank.

TL;DR: Matchmaker will take a bit longer to find games, but there should be fewer lobbies with high rank disparity.

Omega Strikers - July 6th Update | New Maps and More | Patch Notes



Hey core buds! We're out here with patch 2.3 and it's looking noice. We've got A NEW CHARACTER!!! New game mode with 4 new maps, balance changes, a NEW CHARACTER and more!
Finii has been causing havoc all over the Omega Strikers sphere with her hijinks, but she's FINALLY here to take center stage and show off her pranks, tricks, and GRAVITY BENDING ILLUSIONS!
We've also got a couple more things headed your way - things like awakening changes, matchmaking adjustments, bug fixes, and more! So read everything! Or watch the whole Core Chat video!!
Okay, let's get STARTED.

SYSTEM CHANGES


MAPS AND MODES


High Tea Hijinx


Finii finessed, flipped, and faked out people on a new mode full of fantastic freedom. The mode features 4 new wild maps!! Strikers will battle it out in insane new environments in a first-to-3 frantic showdown.
The 4 maps:


  • Flipped

  • Corner Pocket

  • Back to Back

  • About Face

All Strikers on the map will have their own Hijinx buff which will grant the following:


  • 125 Move Speed

  • 75 Power

  • 30 Ability Haste

  • 35% Size


    • Note: the maps are larger so the size isn't particularly apparent but missiles and movement abilities cover relatively less distance


  • Increased in-game experience gain.

UI / Systems




  • Updated Strike Shot indicator for mobile and console

  • Emote Muting!


    • Check it out on the scoreboard!


  • Updated Voiceover logic


    • Strikers will now more frequently play their VO to allies and enemies when using their Specials


      • Octavia and Rune in particular will ALWAYS play their VO to help assist for counterplay purposes

Ranked




  • Decay


    • We've added a rank decay system for challenger and above.

    • You can bank up some days depending on your rank.


      • You'll decay LP per day if you don't have any days banked.


    • You'll lose previously banked days when you promote.


  • High MMR central server (NA)


    • Challenger and above

Skins/Content




  • Delicious new Juno flavors! (DO NOT EAT HER)


    • Taro

    • Pumpkin

    • Milk Tea

    • Matcha


  • Gamer Juliette

  • Dubu Barista emote

  • New Titles!


    • Tea Time Tussle - Boba

    • Tea Time Tussle - Jelly

    • Tea Time Tussle - Caffeinated

    • Event - Ignited

STRIKERS




[NEW] Finii


Finii really puts the 'magic' in "magician" by bringing her pranks and sleight of hand to Core Strike! This tenacious trickster can round out any team by offering long-range poke damage and some rather... unique new forms of utility. Finii's got some cards up her sleeve that can reverse course, a trick to amplify the damage her team does to enemy players, and can conjure a hypnotic (and explosive!) gravity well that pushes our game's physics system to its limits. If you want to steal the show with Finii, you'll need to think two steps ahead!


  • Double Take [SECONDARY] - [IMPACT] [DEBUFF]


    • Deploy a poof of smoke at a target location, dealing a LIGHT hit to enemies and causing them to take 30% more damage from all sources for 4s.

    • PvP Knockback and Damage :: 140 (+70% Power)

    • Core Knockback :: 1260 (+140% Power)


  • Misdirection [PRIMARY] - [PROJECTILE]


    • Launch a decelerating projectile that hits the first enemy struck. After reaching its apex, it rapidly reverses course and hits harder.

    • Empowered PvP Knockback and Damage :: 250 (+125% Power)

    • Empowered Core Knockback :: 1405 (+212.5% Power)

    • Light hit reduction :: 50%


  • Big Finish [SPECIAL] - [IMPACT] [CREATION]


    • Conjure a gravity well at a target location, slowing and pulling enemies towards its center point. After 2.25s or upon recast, the well explodes, hitting enemies away.

    • PvP Knockback and Damage :: 180 (+90% Power)

    • Core Knockback :: 1500 (+425% Power)



Atlas


Atlas is returning to his lab to soup up his Projection. He's been a tiny bit behind other meta goalies so we're giving him some more aggressive options.


  • Astral Projection [PRIMARY]


    • PvP Knockback and Damage :: 160 (+80% Power) → 170 (+E damage up : 160->170 (+85% Power)

    • Core Knockback :: 1300 (+160% Power) → 1320 (+170% Power)

Drek'ar


Drek'ar has been a high MMR staple for a while and has made good tournament showings. He cloaked away from nerfs last patch but can't escape our aim this time.


  • Molten Bolt [SPECIAL]


    • PvP total DoT damage :: 200 (+100% Power) → 180 (+90% Power)

Luna


Sibling buffs! Atlas didn't want to leave his sister in the dust, so he tinkered with her gear too. Hopefully now when she takes the ultimate risk of launching herself at an enemy, it'll pay off!


  • B.O.O.S.T. [SECONDARY]


    • Cooldown :: 14s → 12s

    • PvP Knockback and Damage :: 210 (+105% Power) → 220 (+110% Power)

    • Core Knockback :: 1385 (+202.5% Power) → 1390 (+205% Power)

Rasmus


The Pendulum has finally swung the other way. After bribing his way into numerous buffs, Rasmus then had the AUDACITY to show off at the tournament stage with his advantaged cooldowns and consistency. We're pulling them back in line.


  • Whiplash [SECONDARY]


    • Cooldown :: 14s → 16s


  • Pendulum Swing [PRIMARY]


    • Cooldown :: 7.5s → 8s

X


X can still make a game all about himself when he gets the right Awakenings, so we're treading lightly and letting him stampede over enemies slightly more.


  • Bull Rush [SECONDARY]


    • Cooldown :: 15s → 14s

AWAKENINGS


Infinite Awakenings are gone.
We found that the negatives outweighed the purpose it served, which was a safety measure to ensure that players had a higher chance of grabbing a usable Awakening. We want players who succeed in a draft to always feel like their success matters, which failed too often when the best choice was an Infinite Awakening. Additionally, strategies could become too easy to shut down (via infinite Unstoppable, for instance) or too overbearing (like infinite Stinger). While we want Awakenings to change the experience of the game, the shared choices should only be presented at the beginning of the game so you can plan around them with your picks and bans.

BUG FIXES




  • Fire Up! will no longer grant double energy at round start under some circumstances.


    • The tooltip also now accurately shows how much energy is shared with the team on use of Energy Burst


  • Rune's Shadow Swap (SECONDARY) will now work in Practice mode

  • Certain abilities will no longer bring the Core to a halt when using a gamepad

  • Knockbacks that knock you directly away from a KO zone will no longer knock your striker out (most relevant to Ai.Mi's App map)

  • Cast to Last no longer appears as having no effect for Vyce in awakening draft.

  • Eject button now works with Octavia's secondary

  • Vyce Special no longer casts on release if you attempt to cast any other abilities during the channel

  • Players will no longer consistently go into loading screen and get kicked back to main menu.

Omega Strikers - June 22nd Micropatch - Balance Adjustments

Hello dear friends! On today's menu, we've got a quick little micropatch. The main dish will be a couple balance adjustments towards characters, with a side dish of awakening adjustments. Delicious.
Okay, let's dig in!

STRIKERS


Ai.Mi


We can't cap the App. Even following some nerfs targeted at Ai.Mi goalie, she's still overperforming as the most played and a very winning Striker. We're bringing down the damage that has been long kept her on top of the charts.


  • Glitch.Pop [PRIMARY]


    • Damage :: 170 (+85% Power) → 160 (+80% Power)

    • PvP Knockback :: 190 (+95% Power) → 160 (+80% Power)

    • Core Knockback :: 1340 (+180% Power) → 1300 (+160% Power)

    • Missile hitbox linger lifetime :: .15s → .1s


      • We want there to be a slight linger to make the ability easier to use but it was staying out in the world too long. To be clear, it should have never have been invisible but now it'll end more towards the front end of the VFX

Asher


Our favorite shield wall has been a bit crumbled since her small rework. She's getting a small buff to tide her over.


  • Breakthrough [SECONDARY]


    • Cooldown :: 20s → 18s

Juliette


Juliette has always been THE brawler. With no Unstoppablers to get in her way, she's risen to the top - especially at high levels of play.


  • Flying Phoenix [SECONDARY]


    • Cooldown :: 14s → 16s


  • Fiery Fist [PRIMARY]


    • Damage and PvP Knockback :: 165 (+85% Power) → 155 (+77.5% Power)

    • Core Knockback :: 1310 (+165% Power) → 1290 (+155% Power)

Octavia


We overestimated the potency of Octavia's bugfix and see she's a bit out of the spotlight. We're pulling back some of the nerfs and giving her a touch extra to bring her back to a nice place. Maybe we'll get to hear Thousand Absolutes more!


  • Flow State [SECONDARY]


    • Starting Speed :: 25% → 30%

    • Duration : 2s → 2.25s

GEAR AND AWAKENING BALANCE




  • [NEW] :: New Awakening sets with the new Energy Awakenings and Reverberation added to Quick Play

Vicious Vambrace




  • Stagger restore percent of damage dealt :: 30% → 40%

Specialized Training




  • Extra Damage and Healing for Specials :: 50% → 55%

Siphoning Wand


Even with previous nerfs, Siphoning Wand is overperforming against its competing options, so we're giving it an even lighter tap.


  • Bonus Damage and Heal :: 4% of enemies' max stagger → 3.5% of enemies' max stagger 4% healing and damage dealt → 3.5%

Built Different




  • IMPACT abilities hit 15% harder (3% on Core) → 10% (2% on Core)

Fire Up!


The new Energy Awakenings landed well but Fire Up! was a bit problematic when stacked with allies. We're reducing the amount it batteries itself in those cases.


  • Energy share for allies :: 30% → 15%

  • Note: Tooltip will still show 0% until next major patch

Omega Strikers - 2.2 Update - Patch Notes

Hello my dear friends and Omega Strikers players! Today's patch is chock-full of quality-of-life updates that a lot of you have been asking for. Things like surrendering, auto-canceling when inactive players are detected, and more. These will help you improve your omega striking experience to become the true omega striker.

BUT WAIT THERE'S MORE! Balance changes to characters, map adjustments, and new awakenings rotated in! Let's get it started.


SYSTEM CHANGES


GAME


Surrender System




  • In Normal and Competitive modes, either team may now surrender during the Awakening Draft phase between sets if they have lost at least 2 sets in the game or have a player on their team that is inactive.


    • "Inactive" in most cases means disconnected from the match, but will also apply to players that haven't made any inputs in 40 seconds of one point.

    • Everyone on the team (not including inactive players) must vote to surrender for a surrender to occur.


  • Teams that surrender lose the match and will lose rank as if they had lost normally.

Auto Match Cancel System




  • If a player is detected as inactive early on into a match, the match will automatically cancel

  • A player that causes an automatic match cancellation will be penalized as if they had lost the match. This penalty will also apply to players in their pre-made group they queued up together with.

  • Penalties will not be incurred if you/your premade member caused an auto-match cancel and it was the first time within the last 2 weeks.

Competitive Mode Integrity Changes




  • Players above Challenger will no longer be able to enter Competitive mode in a premade group, they must queue up solo.

  • Players that solo queue at ANY rank will benefit from higher minimum rating gains if they win a match to balance out cases where they had to fill into a less than ideal match


    • Minimum win rating gains reduced at Challenger tier and above.

New Rank Tier - Pro League




  • We've introduced a new rank tier: Pro League. Only the top players in each region can qualify to be within the Pro League tier. A player needs to have at least 100 points in the Omega Tier to be promoted into the Pro League tier.


    • That doesn't mean once you hit 100 points in Omega you are automatically added to the pro-league!

    • There is a hard limit to the amount of players that can be in the Pro League, so be sure to fight for every LP you can!

MVP




  • There is no longer a multiplier that will weigh events more favorably later in the game for the purpose of determining the end of game MVP

Game Content Refund System




  • All accounts start with 3 refund tokens that you can use to refund eligible content.


    • Details on how to use the refund system can be found on our support site.




MAPS AND MODES


Night Market and Oni Village


Doing some maintenance on these maps by making the Speed boosts boost speed a tiny bit more, but largely aimed at making the rules more consistent.


  • Oni Village Core speed bonus :: 75 → 100

  • Max Core Speed :: 2,000 → 2,100 (now matches previous Night Market max speed)

  • Night Market Core speed boost will more consistently grant speed up to the max (2,100)

  • [BUGFIX] No longer will slow the Core down if it's already beyond it's max speed (most frequently happens with Energy Burst into strike)


Practice Mode




  • You can now head into PRACTICE MODE from the queue selector and practice those sick trick shots


Skins/Content


STRIKERS


Ai.Mi


Our favorite app has gone viral: she's particularly popular and pretty potent. 5 stars. We're pulling back on how much reach she has, which we suspect will especially tap her down as a goalie.


  • Glitch.Pop [PRIMARY]


    • Range :: 980 → 900

Asher




  • Barrier Beam [PRIMARY]


    • [BUGFIX] Shield no longer occasionally lets the core pass through.

Era




  • Flutter Fly [SECONDARY]


    • [BUGFIX] Resolved an issue where quick casts of her secondary in succession via Twin Drive would not correctly apply the full duration of the buff

Juliette




  • Flame Flurry [SPECIAL]


    • [BUGFIX] Staggered targets getting hit by the light hit portion will no longer be able to Evade before the final hit

Rasmus


Clarion Corp has been hard at work upgrading Rasmus' signature ability, allowing it to benefit from size, duration, and power modifiers such as Monumentalist and Timeless Creator. Note: Death Touch is still considered a projectile during its initial travel, so it'll will benefit from projectile modifiers such as Missile Propulsion, but transforms into a creation once it expands. We hope this change gives Rasmus some fun new options during the Awakening draft, even if everyone bans him on Ai.Mi's App!


  • Death Touch [SPECIAL]


    • Cooldown :: 20s → 18s

    • [NEW] Now considered a CREATION after it enters its empowered state

Octavia


When Octavia gets flowing, she gets winning. She's already actually pretty strong AND she has a bugfix buff incoming so we're making sure she doesn't flow out of control.


  • Flow State [SECONDARY]


    • Cooldown :: Increased from 16s → 18s

    • Base Duration :: Reduced from 2.5s → 2s

    • Haste Gain per Second :: reduced from 2.5% → 2%

    • BUGFIX :: Fixed a bug where Octavia would use a random player's BUFF duration enhancement stat instead of her own to extend the duration of Flow State

Vyce




  • Power Chord [PRIMARY]


    • [BUGFIX] Recharge time is no longer unintentionally increased to 8s with Prime Time (always 7s now)

Zentaro




  • Iai Rush [SECONDARY]


    • Indicator now shows full area he'll hit, instead of location of his dash. This should be much more accurate for enemies now. Note: it'll also seem bigger for Zentaro but his range is unchanged!


  • Oni's Blade [SPECIAL]


    • [BUGFIX] If a singular enemy is Staggered within the area during the Special, they will be knockback-locked until the final hit

    • [BUGFIX] Hopefully no longer falls off the map while in the middle of this Special

GEAR


Pummelers


Gear is sitting in a relatively balanced place, but we're giving Pummelers a bonus to its speed bonus so those KOs translate to wins.


  • Speed on Striker Advantage :: 15% → 20%

AWAKENINGS


We're welcoming some new Energy related Awakenings, rotating out some Awakenings that have been stifling in high MMR play, and doing some bugfixing and light balance. As a reminder: getting rotated out doesn't mean gone forever!


  • Aerials


    • [BUGFIX] No longer shows a warning for Strikers with mobility abilities


  • Bulk Up and Peak Performance


    • [BUGFIX] Tooltips in game now accurately represent the extra stats given for Stagger


  • Primetime


    • Primary ability hits 10% harder → 5% harder


  • Super Surge


    • DASH, BLINK, and HASTE abilities hit 20% harder → 25% harder

Rotated Out




  • Adrenaline Rush

  • Stagger Swagger

  • Stinger

  • Unstoppable

Rotated In




  • Egoist


    • [NEW] Evades refund 5 Energy (15 from Energy Bursts). Reaching max Energy grants 75% Speed for 8s, reducing to 5% Speed while you remain at max Energy.


  • Catalyst


    • [NEW] Gain 50% more Energy from dealing hits. Being hit generates 3 Energy (1 for LIGHT hits).


  • Fire Up!


    • [NEW] Gain 10 Energy on round start. Casting Energy Burst restores 30% of max Energy to other allies and Speeds up your whole team by 40% for 5s.


  • Reverberation


    • [NEW] Gain 250 max Stagger and .8 Cooldown Rate per 100 max Stagger.

BUG FIXES




  • Some Goal explosions no longer look very low quality on Ultra or lower settings.

  • UI Mission Timers are now all displayed correctly.

  • Strikes are no longer able to "stop" the core in some situations

  • MVP animations no longer "pop back" to idle just before transitioning to the end of game screen.

  • Audio and SFX are no longer dropped during active gameplay.

  • If Vyce is KO'd while using Super Nova [SPECIAL], the VFX will no longer remain playing for the entire match.

  • Striker Ability Information UI will no longer get stuck for controller and gamepad during a match.

Omega Strikers - May 30th Micropatch - Balance Adjustments

Bonjour friends! We're launching a full-fledged attack on the titans with this micropatch. Most size increases are being reduced from 40% to 35% as every Awakening/Gear/Striker that had it was slightly oveperforming. This will also help game clarity with fewer giants clogging up the map, stomping all over the Core.

STRIKERS


Era


Era has been a staple of tournament play for longer than the game has been released! Her potential to keep a debilitating debuff on enemies for up to 84 years had to be trimmed somewhat.


  • Bewitching Beam [PRIMARY]


    • Buff and Debuff Duration :: 2.5 → 2.25

    • Slow Amount :: 30% → 25%

Luna


Before Vyce rocked our worlds, 'Vyce at home' was committing war crimes against us. We're going back to those good ole' days - the risk and difficulty in landing her abilities should have more of a payoff.


  • C.R.A.T.E.R. [SPECIAL]


    • Inner radius PvP Knockback and Damage :: 360 (+180% Power) → 380 (+190% Power)


      • Outer radius (40% reduced) :: 216 (+108% Power) → 228 (+114% Power)


    • Inner Radius Core Knockback :: 1460 (+240% Power) → 1470 (+245% Power)


      • Outer Radius (25% reduced) :: 1095 (+180% Power) → 1103 (+184% Power)


  • B.O.O.S.T.


    • PvP Damage and Knockback :: 200 (+100% Power) → 210 (+105% Power)

    • Core Knockback :: 1380 (+200% Power) → 1385 (+202.5% Power)

Rasmus


Rasmus performs pretty on Ai.Mi's App for some reason, but he's been underswinging everywhere else. We're putting some more weight into his pendulum so when he smacks you with it, it hurts more.


  • Pendulum Swing [PRIMARY]


    • Sweetspot PvP Damage and Knockback :: 180 (+90% Power) → 190 (+95% Power)


      • Non-Sweetspot (45% Reduced) :: 99 (+49.5% Power) → 104.5 (+52.25% Power)


    • Sweetspot Core Knockback :: 1340 (+180% Power) → 1360 (+190% Power)


      • Non-Sweetspot (22.5% Reduced) :: 1038.5 (+139.5% Power) → 1054 (+147.25% Power)

X


X is strong. Size is strong. Both are a bit less so, beginning today.


  • X Maximus [SPECIAL]


    • Size :: 40% → 35%

GEAR AND AWAKENING BALANCE


SHRINKFLATION!!! IT'S HITTING THE AWAKENINGS TOO!!!

Powerhouse Pauldrons




  • Size :: 40% → 35%

Built Different




  • Size :: 40% → 35%

Big Fish




  • Size :: 40% → 35%

Eject Button


Eject Button does so many fun things for goalies and is a cool tool on its own, yet it still is being overshadowed by the other options.


  • Secondary Cooldown :: 20% → 25%

Siphoning Wand


This wand is being put to good use by a lot of intended users and some surprise beneficiaries (Zentaro studies the Wand now??). We'll be keeping a close watch on its impact on game health, but for now we're toning it down as it's just a touch too magical.


  • Drain percent (health and damage) :: 5% → 4%